2 hours and no comments... well, I'm going to plow ahead. (Rather than risk the reload gestapo by saving and continuing tomorrow.)
I won't drop Caste System and the Bombay-engineer plan. That's overthinking it to the point of silly. We can endure 9 more turns of Caste and still have time to whack barbarians.
I did my self-suggested deals. Compass to Justinian for his cash and map. Engineering from Isabella for... Optics+CS isn't enough, she must be researching CS, so I give her Optics+Paper instead. Dye from Isabella for Horse.
T230 / 850 AD: We have Physics. 12 turns to Electricity. Justinian now shows 18 turns to Edu. I feel pretty good.
Domestic front: it's time to
stop building infrastructure. No harbors. No markets. I let a couple Forges complete to provide more whipping oomph when we get there. But none of that economic stuff will make any difference now. Just barb-killing units and Buddhist missionaries (both for barbs and for Tokugawa.)
Spies finished exploring the barb island and confirmed that it is indeed ice encased all the way around.
An AP election came up with Justinian as the only choice. I voted for the diplo credit.
T231 / 860 AD: Nice, we get to pick up Guilds in trade too, from friendly Mehmed, giving up Engineering and Optics. I also realize we can sell our map around for about 50g per AI.
Justinian births a Great Prophet. That is good news! No Liberalism steal via lightbulb from him.
T233 / 880 AD: I am setting sail with one galleon loaded with two macemen. It's set up to chain to the second galleon. This isn't enough to take the city, but I'm hoping I can park the two maces on hills and get the barb AI to suicide some wandering units on them.
Also I am pulling warriors from cities that won't go into anger, to start shipping them over to Furs Island. Galleon space and transport capacity is a limited resource. That resource would otherwise go to waste since we don't have maces and cats to send yet. So moving the warriors ahead of time should work fine. I also started moving Great Scientists this way.
T236 / 910 AD: Time for the Big Ultra Mega Huge Dice Roll from Bombay.
But before that...
Woof. That's a big demand for a monopoly tech. But I pay it. No sense taking a risky chance when free diplo points are available. Added +3 more to "fair and forthright" too.
Now for the payoff...
YES! Marconi plays the mamba!
(Oh, and popped one? Uranium is poppable?)
===========================
I continued a few more turns because the next moves are obvious. Right now we go to
Slavery + Theocracy which is obvious. Slavery to whip military and Theocracy to help that military plus start to earn diplo credit. We don't need Pacifism now. I had Varanasi producing GPP right behind Bombay so it will produce another right now. Then our civ just needs one more to satisfy Eldine which will come soon enough that it is not the limiting factor. I did have Varanasi whip a market to get two more specialist slots.
Current Liberalism status is that we're 4 from Electricity while Justinian is 3 from Education. Burning one of our two Scientists on a bulb will make GP a limiting factor, so I stand pat on that. I am betting Justinian can't research Lib in 2 turns from scratch.
T238 / 930 AD: Got Banking + change from Mehmed, giving up Philo + Paper. Lib is almost decided so this is safe. Too bad it came 1 turn too late to take Mercantilism in the previous civics swap.
T239 / 940 AD: Woops, all that whipping cost a turn on Electricity. I whipped a settler out of Madras for the furs spot. Madras instead of Agra because it's whipping away weaker non-Moai tiles.
BTW I find this hilarious: our best military units are macemen and catapults... and
airships.
T240 / 950 AD: Justinian finished Education and shows 9T to Liberalism. We are 2T from Electricity then plus 1 to finish Lib. Radio is in the bag.
T242 / 970 AD: Ugh, too slow.
DevilsGate has longbowmen. But...
I have a galley next to Japan holding two spies. Bonking him into Buddhism plus adopting Mercantilism (we should gift him up to Banking) looks like it might be enough for his vote. The timing of the bonk is critical - do it just before the victory election because he will switch back out of Buddhism. We don't care about AI research now so I put all EP to Tokugawa for this bonk.
We can change civics this turn. Definitely want Mercantilism. I am not sure if we need Caste/Pacifism. Varanasi currently shows 21 turns to our next Great Person, which will drop to 18 when it finishes that temple and adds another priest. Is this the limiting factor? Include travel time to the furs.
The shipping has been a bit haphazard, but we have most of what we need over on Barb Island. Currently 4 maces and 2 cats there, with 2 more maces and 2 more cats on the way. I would play this by using the first 2 cats to bombard (promote one to Accuracy), then using the 3 non-Accuracy cats to suicide, saving the last Accuracy cat for Zhou (both bombard and suicide it.) We also have 5 warriors over there, 3 Great Scientists on the way, two Buddhist Missionaries, one Settler, and some workers that I just loaded onto a boat. BTW, the furs are NOT coastal, so we need coastal access in another way, either with an extra city (which needs an extra missionary) or the coastal fort.
http://gotm.civfanatics.net/saves/civ4sgotm11/Barley_Demons_SG011_AD0980_01.CivBeyondSwordSave